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		<title>three.js - WebGPU - Lights Phong</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGPU - Phong Model Lighting<br />
			<b style="color:red">Left: Red lights</b> - <b>Center: All lights</b> - <b style="color:blue">Right: blue light</b>
		</div>

		<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/",
					"three/nodes": "./jsm/nodes/Nodes.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import * as Nodes from 'three/nodes';

			import Stats from 'three/addons/libs/stats.module.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';

			import WebGPU from 'three/addons/capabilities/WebGPU.js';
			import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';

			import { float, color, rangeFog, checker, uv, mix, texture } from 'three/nodes';

			let camera, scene, renderer,
				light1, light2, light3, light4,
				stats, controls;

			init();

			function init() {

				if ( WebGPU.isAvailable() === false ) {

					document.body.appendChild( WebGPU.getErrorMessage() );

					throw new Error( 'No WebGPU support' );

				}

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
				camera.position.z = 7;

				scene = new THREE.Scene();
				scene.fogNode = rangeFog( color( 0xFF00FF ), 3, 30 );

				const sphereGeometry = new THREE.SphereGeometry( 0.1, 16, 8 );

				// textures

				const textureLoader = new THREE.TextureLoader();

				const normalMapTexture = textureLoader.load( './textures/water/Water_1_M_Normal.jpg' );
				normalMapTexture.wrapS = THREE.RepeatWrapping;
				normalMapTexture.wrapT = THREE.RepeatWrapping;

				const alphaTexture = textureLoader.load( './textures/roughness_map.jpg' );
				alphaTexture.wrapS = THREE.RepeatWrapping;
				alphaTexture.wrapT = THREE.RepeatWrapping;

				// lights

				const addLight = ( hexColor, power = 1700, distance = 100 ) => {

					const material = new Nodes.MeshPhongNodeMaterial();
					material.colorNode = color( hexColor );
					material.lights = false;

					const mesh = new THREE.Mesh( sphereGeometry, material );

					const light = new THREE.PointLight( hexColor, 1, distance );
					light.power = power;
					light.add( mesh );

					scene.add( light );

					return light;

				};

				light1 = addLight( 0x0040ff );
				light2 = addLight( 0xffffff );
				light3 = addLight( 0x80ff80 );
				light4 = addLight( 0xffaa00 );

				// light nodes ( selective lights )

				const blueLightsNode = new Nodes.LightsNode().fromLights( [ light1 ] );
				const whiteLightsNode = new Nodes.LightsNode().fromLights( [ light2 ] );

				// models

				const geometryTeapot = new TeapotGeometry( .8, 18 );

				const leftObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshPhongNodeMaterial( { color: 0x555555 } ) );
				leftObject.material.lightsNode = blueLightsNode;
				leftObject.material.specularNode = texture( alphaTexture );
				leftObject.position.x = - 3;
				scene.add( leftObject );

				const centerObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshPhongNodeMaterial( { color: 0x555555 } ) );
				centerObject.material.normalNode = new Nodes.NormalMapNode( texture( normalMapTexture ) );
				centerObject.material.shininessNode = float( 80 );
				scene.add( centerObject );

				const rightObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshPhongNodeMaterial( { color: 0x555555 } ) );
				rightObject.material.lightsNode = whiteLightsNode;
				//rightObject.material.specular.setHex( 0xFF00FF );
				rightObject.material.specularNode = mix( color( 0x0000FF ), color( 0xFF0000 ), checker( uv().mul( 5 ) ) );
				rightObject.material.shininess = 90;
				rightObject.position.x = 3;
				scene.add( rightObject );

				leftObject.rotation.y = centerObject.rotation.y = rightObject.rotation.y = Math.PI * - 0.5;
				leftObject.position.y = centerObject.position.y = rightObject.position.y = - 1;

				// renderer

				renderer = new WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				document.body.appendChild( renderer.domElement );
				renderer.outputEncoding = THREE.sRGBEncoding;
				renderer.toneMapping = THREE.ACESFilmicToneMapping;
				renderer.toneMappingExposure = .2;

				// controls

				controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 3;
				controls.maxDistance = 25;

				// stats

				stats = new Stats();
				document.body.appendChild( stats.dom );

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				const time = performance.now() / 1000;
				const lightTime = time * 0.5;

				light1.position.x = Math.sin( lightTime * 0.7 ) * 3;
				light1.position.y = Math.cos( lightTime * 0.5 ) * 4;
				light1.position.z = Math.cos( lightTime * 0.3 ) * 3;

				light2.position.x = Math.cos( lightTime * 0.3 ) * 3;
				light2.position.y = Math.sin( lightTime * 0.5 ) * 4;
				light2.position.z = Math.sin( lightTime * 0.7 ) * 3;

				light3.position.x = Math.sin( lightTime * 0.7 ) * 3;
				light3.position.y = Math.cos( lightTime * 0.3 ) * 4;
				light3.position.z = Math.sin( lightTime * 0.5 ) * 3;

				light4.position.x = Math.sin( lightTime * 0.3 ) * 3;
				light4.position.y = Math.cos( lightTime * 0.7 ) * 4;
				light4.position.z = Math.sin( lightTime * 0.5 ) * 3;

				renderer.render( scene, camera );

				stats.update();

			}

		</script>
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